[0.5A Release] ZRift - Chasm in Doom and Heretic

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HAL9000
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Re: [0.4B Release] ZRift - Chasm in Doom

Post by HAL9000 »

@Tribal I personally recommend Ultimate Torture and Torment
https://www.realm667.com/index.php/en/p ... -a-torture

Gameplay Video of (Zrift 0.4) using Ultimate Torture and Torment map pack


and Scythe 2 Map Pack if you want some Egyptian themed maps
https://www.doomworld.com/idgames/level ... ds/scythe2

Also check out other map packs on the Realm667
https://www.realm667.com/index.php/en/p ... ainmenu-50
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Armaetus
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Re: [0.4B Release] ZRift - Chasm in Doom

Post by Armaetus »

I remember playing the game and it was a bit clunky and confusing to play but I did like the Joker enemy with the buzzsaw hand on the box cover.
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EddieMann
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Re: [0.4B Release] ZRift - Chasm in Doom (On a short hiatus)

Post by EddieMann »

Is there a compatibility patch for Strange Aeons, yet? SA has a lot of C:tR influence in it, so it'd be fitting.
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Pandut
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Re: [0.4B Release] ZRift - Chasm in Doom (Slowly back in mot

Post by Pandut »

Hi, I'm not dead. I promise. Just been under the weather the last few months with allergies, anxieties and general IRL fuckery.

But, I'm slowly chipping away at a new update. Pretty close to being done, just need to polish it in a few new places. The upcoming version will include a new chainsaw weapon, better fist animations, monster brightmaps and GLDefs as well as reworked SFX. A lot of the sounds have been re-worked into Stereo 44100 format, more sounds have been added and whatnot.
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Tribal
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Re: [0.4B Release] ZRift - Chasm in Doom (Slowly back in mot

Post by Tribal »

I'm happy that the mod is still in development and that you're ok.

Just don't push yourself. Modding is cool, but your health/sanity always comes first
take your time
take care of yourself

and only then, go back to mod =D
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Captain J
 
 
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Re: [0.4B Release] ZRift - Chasm in Doom (Slowly back in mot

Post by Captain J »

Stereo 44100 format? It's gonna be satisfying and clean enough! Anyway i hope you're doing alright and can't wait for the update.
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HAL9000
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Re: [0.4B Release] ZRift - Chasm in Doom (Slowly back in mot

Post by HAL9000 »

I'm glad that you are alright Pandut!
Looking forward to the new release!!!

Rip&Tear Chasm Style
Image
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Pandut
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0.5A Release

Post by Pandut »

asdausjgfh *dies*

0.5A finally done ish
https://drive.google.com/file/d/1UXKk_w ... HISCr/view (0.5A)

Notes:
-Heretic Compatibility!
-Few more HUD and Menu fixes.
-Enemy and item brightmaps, GLDefs, new fist animations and new chainsaw weapon. Courtesy of HAL9000.
-Heavy sound reworking, most player weapon sounds converted to 44100hz Stereo.
-Weapon hotkeys changed, Sawblades put into slot 8, Mines into slot 9.
-Other things but I forgot.
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Hipnotic Rogue
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Re: [0.5A Release] ZRift - Chasm in Doom and Heretic

Post by Hipnotic Rogue »

Nice! Can't wait to get home and give it a blast! :)
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Captain J
 
 
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Re: [0.5A Release] ZRift - Chasm in Doom and Heretic

Post by Captain J »

The sound replacements and the chainsaw weapon is just majestique☆ I really love the new update of this mod!!
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HAL9000
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Re: [0.5A Release] ZRift - Chasm in Doom and Heretic

Post by HAL9000 »

Awww yesss! Chainsaw weapon turned out great!!! Love it, Great job Pandut, I love this update!
I'm currently playing it with Whispers of Satan map pack! Enjoying every moment :D
What are plans for the next update? Do you need help with next update/polishing/bugfixing?
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Pandut
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Re: [0.5A Release] ZRift - Chasm in Doom and Heretic

Post by Pandut »

Thanks, everyone! :D
HAL9000 wrote:Awww yesss! Chainsaw weapon turned out great!!! Love it, Great job Pandut, I love this update!
I'm currently playing it with Whispers of Satan map pack! Enjoying every moment :D
What are plans for the next update? Do you need help with next update/polishing/bugfixing?
Uhm, nothing too extreme. Will likely work out more kinks, work on enemy behavior. Maybe toss in some more variants. Do more sound work. Going to definitely buff the chainsaw because I think it's a little too weak atm.

I was toying with the idea of adding another difficulty to replace Nightmare. The idea being "Timestrikers", where it would be akin to the original Chasm but with a few differences. There would be less enemies, but every enemy is beefed up considerably. The common grunts would take at least 2 shotgun blasts to take down. Might even try tinkering with enemies randomly teleporting into the map just for some extra surprise.

Also going to work on more compatibility. Something I'd love to do is change monster spawns depending on what level wad is being played, but not 100% sure how to go about it, aha.
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Re: [0.4B Release] ZRift - Chasm in Doom

Post by StroggVorbis »

HAL9000 wrote:@Tribal I personally recommend Ultimate Torture and Torment
https://www.realm667.com/index.php/en/p ... -a-torture

Gameplay Video of (Zrift 0.4) using Ultimate Torture and Torment map pack


and Scythe 2 Map Pack if you want some Egyptian themed maps
https://www.doomworld.com/idgames/level ... ds/scythe2

Also check out other map packs on the Realm667
https://www.realm667.com/index.php/en/p ... ainmenu-50
Isn't that plasma rifle replacement the unused Disruptor from Quake 2: Ground Zero? :P
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HAL9000
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Re: [0.4B Release] ZRift - Chasm in Doom

Post by HAL9000 »

DabbingSquidward wrote: Isn't that plasma rifle replacement the unused Disruptor from Quake 2: Ground Zero? :P
Yes it is :)
Slightly reskinned, with new animations, sound, and totally different fire modes.
Initial idea was to use it as flak cannon, but Pandut did a great job by converting it to plasma thrower.
Last edited by HAL9000 on Fri Oct 12, 2018 3:18 pm, edited 2 times in total.
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HAL9000
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Re: [0.5A Release] ZRift - Chasm in Doom and Heretic

Post by HAL9000 »

Pandut wrote:Thanks, everyone! :D
Will likely work out more kinks, work on enemy behavior. Maybe toss in some more variants. Do more sound work. Going to definitely buff the chainsaw because I think it's a little too weak atm.

I was toying with the idea of adding another difficulty to replace Nightmare. The idea being "Timestrikers", where it would be akin to the original Chasm but with a few differences. There would be less enemies, but every enemy is beefed up considerably. The common grunts would take at least 2 shotgun blasts to take down. Might even try tinkering with enemies randomly teleporting into the map just for some extra surprise.

Also going to work on more compatibility. Something I'd love to do is change monster spawns depending on what level wad is being played, but not 100% sure how to go about it, aha.
Excellent :D I will do some fixes for the model bugs that are still present from older builds, and I'm working on Chex compatibility patch.
For the Variants, check the 4shot's Edit for 0.3 (page6) He added more variants to the Turrets and troopers, worth checking out.
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